egui/epaint/src/lib.rs
2021-02-08 22:53:31 +01:00

128 lines
3.4 KiB
Rust

//! 2D graphics/rendering. Fonts, textures, color, geometry, tessellation etc.
#![cfg_attr(not(debug_assertions), deny(warnings))] // Forbid warnings in release builds
#![forbid(unsafe_code)]
#![warn(
clippy::all,
clippy::await_holding_lock,
clippy::dbg_macro,
clippy::doc_markdown,
clippy::empty_enum,
clippy::enum_glob_use,
clippy::exit,
clippy::filter_map_next,
clippy::fn_params_excessive_bools,
clippy::if_let_mutex,
clippy::imprecise_flops,
clippy::inefficient_to_string,
clippy::linkedlist,
clippy::lossy_float_literal,
clippy::macro_use_imports,
clippy::match_on_vec_items,
clippy::match_wildcard_for_single_variants,
clippy::mem_forget,
clippy::mismatched_target_os,
clippy::missing_errors_doc,
clippy::missing_safety_doc,
clippy::needless_borrow,
clippy::needless_continue,
clippy::needless_pass_by_value,
clippy::option_option,
clippy::pub_enum_variant_names,
clippy::rest_pat_in_fully_bound_structs,
clippy::todo,
clippy::unimplemented,
clippy::unnested_or_patterns,
clippy::verbose_file_reads,
future_incompatible,
missing_crate_level_docs,
missing_doc_code_examples,
// missing_docs,
nonstandard_style,
rust_2018_idioms,
unused_doc_comments,
)]
#![allow(clippy::manual_range_contains)]
pub mod color;
mod mesh;
pub mod mutex;
mod shadow;
mod shape;
pub mod shape_transform;
pub mod stats;
mod stroke;
pub mod tessellator;
pub mod text;
mod texture_atlas;
pub use {
color::{Color32, Rgba},
mesh::{Mesh, Mesh16, Vertex},
shadow::Shadow,
shape::Shape,
stats::PaintStats,
stroke::Stroke,
tessellator::{TessellationOptions, Tessellator},
text::{Galley, TextStyle},
texture_atlas::{Texture, TextureAtlas},
};
pub use ahash;
pub use emath;
/// The UV coordinate of a white region of the texture mesh.
/// The default egui texture has the top-left corner pixel fully white.
/// You need need use a clamping texture sampler for this to work
/// (so it doesn't do bilinear blending with bottom right corner).
pub const WHITE_UV: emath::Pos2 = emath::pos2(0.0, 0.0);
/// What texture to use in a [`Mesh`] mesh.
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum TextureId {
/// The egui font texture.
/// If you don't want to use a texture, pick this and the [`WHITE_UV`] for uv-coord.
Egui,
/// Your own texture, defined in any which way you want.
/// egui won't care. The backend renderer will presumably use this to look up what texture to use.
User(u64),
}
impl Default for TextureId {
fn default() -> Self {
Self::Egui
}
}
pub(crate) struct PaintRect {
pub rect: emath::Rect,
/// How rounded the corners are. Use `0.0` for no rounding.
pub corner_radius: f32,
pub fill: Color32,
pub stroke: Stroke,
}
/// A [`Shape`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug)]
pub struct ClippedShape(
/// Clip / scissor rectangle.
/// Only show the part of the [`Shape`] that falls within this.
pub emath::Rect,
/// The shape
pub Shape,
);
/// A [`Mesh`] within a clip rectangle.
///
/// Everything is using logical points.
#[derive(Clone, Debug)]
pub struct ClippedMesh(
/// Clip / scissor rectangle.
/// Only show the part of the [`Mesh`] that falls within this.
pub emath::Rect,
/// The shape
pub Mesh,
);